• Stalker 2 a reçu une mise à jour qui apporte plein de changements, mais là où ça devient vraiment lourd, c'est avec les outils de modding. Vous aurez besoin de 700 Go d'espace libre sur votre disque dur. C'est beaucoup, n'est-ce pas ? Franchement, qui a le temps de gérer tout ça ? Enfin, si vous êtes motivés pour modder, préparez-vous à faire du ménage.

    #Stalker2 #ModdingTools #GSCGameWorld #JeuxVidéo #EspaceDisque
    Stalker 2 a reçu une mise à jour qui apporte plein de changements, mais là où ça devient vraiment lourd, c'est avec les outils de modding. Vous aurez besoin de 700 Go d'espace libre sur votre disque dur. C'est beaucoup, n'est-ce pas ? Franchement, qui a le temps de gérer tout ça ? Enfin, si vous êtes motivés pour modder, préparez-vous à faire du ménage. #Stalker2 #ModdingTools #GSCGameWorld #JeuxVidéo #EspaceDisque
    KOTAKU.COM
    Stalker 2's Modding Tools Require 700 GB Of Space
    Stalker 2 just received a big new update today that adds a ton of changes to the open-world shooter. But the bigger news, literally, is that developers GSC Game World have released the modding kit for Stalker 2 on PC, and folks, you are going to need
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  • Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC

    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer.
    #steam #deck #internals #crammed #inside
    Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC
    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer. #steam #deck #internals #crammed #inside
    WWW.TOMSHARDWARE.COM
    Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC
    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer.
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  • Overlapping vertices?

    Author

    Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards!

    Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place.

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    It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain.
    Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily.

    Author

    Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards!

    That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping. 

    Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters.
    My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
    #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation.  #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on (so no restributing, don't wanna rip of talented artists and using existing meshes form games due to cost). But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lighting (e.g. cube) instead smooth shading (e.g. sphere)Dividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have (e.g. accidental corruption of UV coordinates or merging of material groups). Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
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  • YouTube is already adding more ads to its latest Premium subscription

    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States.
    Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart.
    While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos.
    Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad
    YouTube Premium Lite subscribers brace for ads on shorts
    In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads.
    “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad
    This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad
    Deskmodder/YouTube
    Premium Lite subscribers pay significantly less than the /month fee for the main plan, with Lite only costing each month.
    For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering.
    Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad
    In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video.
    #youtube #already #adding #more #ads
    YouTube is already adding more ads to its latest Premium subscription
    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States. Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart. While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos. Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad YouTube Premium Lite subscribers brace for ads on shorts In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads. “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad Deskmodder/YouTube Premium Lite subscribers pay significantly less than the /month fee for the main plan, with Lite only costing each month. For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering. Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video. #youtube #already #adding #more #ads
    WWW.DEXERTO.COM
    YouTube is already adding more ads to its latest Premium subscription
    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States. Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart. While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos. Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad YouTube Premium Lite subscribers brace for ads on shorts In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads. “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad Deskmodder/YouTube Premium Lite subscribers pay significantly less than the $13.99/month fee for the main plan, with Lite only costing $7.99 each month. For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering. Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video.
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  • Colony Sim Ascent of Ashes Is Coming To Early Access Next Month

    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #colony #sim #ascent #ashes #coming
    Colony Sim Ascent of Ashes Is Coming To Early Access Next Month
    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #colony #sim #ascent #ashes #coming
    80.LV
    Colony Sim Ascent of Ashes Is Coming To Early Access Next Month
    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

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    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
    WWW.EUROGAMER.NET
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
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  • The Witcher 3 is Getting One Last Patch This Year, Bringing Cross-Platform Mods to Consoles

    CD Projekt RED has announced that it will be capping off 10 years of post-launch support for critically-acclaimed RPG The Witcher 3: Wild Hunt with one final update. Announced through a post on social media platform X, the studio has said that the update will be coming to PC, PS5 and Xbox Series X/S, and will bring with it cross-platform mod support.
    While mod support has been available in the PC version of The Witcher 3 for a while now, with this update, CD Projekt RED will allow players to create and share mods across the different platforms on which it is available. It is worth noting that this update will not be coming to the Nintendo Switch version of the game. CD Projekt RED hasn’t yet confirmed when this update will be released, saying simply that it will be coming out “later this year”.
    In an FAQ on its official website, the studio has also confirmed that players can upload and download mods to the platform being used – mod.io – at no cost. Players will, however, need to create a mod.io account that is connected to their CD Projekt RED account to access cross-platform mods. The use of mod.io will also not prevent PC players from sticking to Nexus Mods or other modding platforms.
    “As we celebrate the 10th anniversary of The Witcher 3: Wild Hunt, we’re excited to share some good news for our players and modders,” wrote the studio on its official website. “Later this year, we will release one more patch for The Witcher 3: Wild Hunt. This update will introduce cross-platform mod support across PC, PlayStation 5, and Xbox Series X/S via mod.io.”
    “Creating, sharing, and enjoying mods will be easier and more accessible, as players on PC, PS5, and Xbox Series X|S will be able to share a modding ecosystem.”
    Since its release back in 2015, The Witcher 3: Wild Hunt has proven to be an incredibly successful game for CD Projekt RED. The studio had announced during its recent earnings report that more than 50 million copies of The Witcher 3 had been sold so far. This include copies across launch platforms PC, PS4 and Xbox One, as well as platforms that got the game later – PS5, Xbox Series X/S and Nintendo Switch.
    The current-gen version of the game, dubbed the Complete Edition, brought with it a host of new features to take advantage of modern hardware, including ray-traced global illumination and ambient occlusion, 4K textures, and even new content. These enhancements were also released for the PC version of The Witcher 3 as a free update.
    The studio had also released a video to celebrate a decade of killing monsters since The Witcher 3’s original release. The video focused mostly on the epic journey that players took alongside Geralt through the game’s main storyline as well as some of its more notable side quests.
    In the meantime, CD Projekt RED is working on The Witcher 4 for PC, PS5 and Xbox Series X/S. The game doesn’t yet have a solid release date.

    #10YearsofTheWitcher3 and one more patch! We will introduce cross-platform mod support for PC, PlayStation 5, and Xbox Series X|S later this year. For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than… pic.twitter.com/qiSh9nqd8i— The WitcherMay 30, 2025
    #witcher #getting #one #last #patch
    The Witcher 3 is Getting One Last Patch This Year, Bringing Cross-Platform Mods to Consoles
    CD Projekt RED has announced that it will be capping off 10 years of post-launch support for critically-acclaimed RPG The Witcher 3: Wild Hunt with one final update. Announced through a post on social media platform X, the studio has said that the update will be coming to PC, PS5 and Xbox Series X/S, and will bring with it cross-platform mod support. While mod support has been available in the PC version of The Witcher 3 for a while now, with this update, CD Projekt RED will allow players to create and share mods across the different platforms on which it is available. It is worth noting that this update will not be coming to the Nintendo Switch version of the game. CD Projekt RED hasn’t yet confirmed when this update will be released, saying simply that it will be coming out “later this year”. In an FAQ on its official website, the studio has also confirmed that players can upload and download mods to the platform being used – mod.io – at no cost. Players will, however, need to create a mod.io account that is connected to their CD Projekt RED account to access cross-platform mods. The use of mod.io will also not prevent PC players from sticking to Nexus Mods or other modding platforms. “As we celebrate the 10th anniversary of The Witcher 3: Wild Hunt, we’re excited to share some good news for our players and modders,” wrote the studio on its official website. “Later this year, we will release one more patch for The Witcher 3: Wild Hunt. This update will introduce cross-platform mod support across PC, PlayStation 5, and Xbox Series X/S via mod.io.” “Creating, sharing, and enjoying mods will be easier and more accessible, as players on PC, PS5, and Xbox Series X|S will be able to share a modding ecosystem.” Since its release back in 2015, The Witcher 3: Wild Hunt has proven to be an incredibly successful game for CD Projekt RED. The studio had announced during its recent earnings report that more than 50 million copies of The Witcher 3 had been sold so far. This include copies across launch platforms PC, PS4 and Xbox One, as well as platforms that got the game later – PS5, Xbox Series X/S and Nintendo Switch. The current-gen version of the game, dubbed the Complete Edition, brought with it a host of new features to take advantage of modern hardware, including ray-traced global illumination and ambient occlusion, 4K textures, and even new content. These enhancements were also released for the PC version of The Witcher 3 as a free update. The studio had also released a video to celebrate a decade of killing monsters since The Witcher 3’s original release. The video focused mostly on the epic journey that players took alongside Geralt through the game’s main storyline as well as some of its more notable side quests. In the meantime, CD Projekt RED is working on The Witcher 4 for PC, PS5 and Xbox Series X/S. The game doesn’t yet have a solid release date. #10YearsofTheWitcher3 and one more patch! 🎉We will introduce cross-platform mod support for PC, PlayStation 5, and Xbox Series X|S later this year. For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than… pic.twitter.com/qiSh9nqd8i— The WitcherMay 30, 2025 #witcher #getting #one #last #patch
    GAMINGBOLT.COM
    The Witcher 3 is Getting One Last Patch This Year, Bringing Cross-Platform Mods to Consoles
    CD Projekt RED has announced that it will be capping off 10 years of post-launch support for critically-acclaimed RPG The Witcher 3: Wild Hunt with one final update. Announced through a post on social media platform X, the studio has said that the update will be coming to PC, PS5 and Xbox Series X/S, and will bring with it cross-platform mod support. While mod support has been available in the PC version of The Witcher 3 for a while now, with this update, CD Projekt RED will allow players to create and share mods across the different platforms on which it is available. It is worth noting that this update will not be coming to the Nintendo Switch version of the game. CD Projekt RED hasn’t yet confirmed when this update will be released, saying simply that it will be coming out “later this year”. In an FAQ on its official website, the studio has also confirmed that players can upload and download mods to the platform being used – mod.io – at no cost. Players will, however, need to create a mod.io account that is connected to their CD Projekt RED account to access cross-platform mods. The use of mod.io will also not prevent PC players from sticking to Nexus Mods or other modding platforms. “As we celebrate the 10th anniversary of The Witcher 3: Wild Hunt, we’re excited to share some good news for our players and modders,” wrote the studio on its official website. “Later this year, we will release one more patch for The Witcher 3: Wild Hunt. This update will introduce cross-platform mod support across PC, PlayStation 5, and Xbox Series X/S via mod.io.” “Creating, sharing, and enjoying mods will be easier and more accessible, as players on PC, PS5, and Xbox Series X|S will be able to share a modding ecosystem.” Since its release back in 2015, The Witcher 3: Wild Hunt has proven to be an incredibly successful game for CD Projekt RED. The studio had announced during its recent earnings report that more than 50 million copies of The Witcher 3 had been sold so far. This include copies across launch platforms PC, PS4 and Xbox One, as well as platforms that got the game later – PS5, Xbox Series X/S and Nintendo Switch. The current-gen version of the game, dubbed the Complete Edition, brought with it a host of new features to take advantage of modern hardware, including ray-traced global illumination and ambient occlusion, 4K textures, and even new content. These enhancements were also released for the PC version of The Witcher 3 as a free update. The studio had also released a video to celebrate a decade of killing monsters since The Witcher 3’s original release. The video focused mostly on the epic journey that players took alongside Geralt through the game’s main storyline as well as some of its more notable side quests. In the meantime, CD Projekt RED is working on The Witcher 4 for PC, PS5 and Xbox Series X/S. The game doesn’t yet have a solid release date. #10YearsofTheWitcher3 and one more patch! 🎉We will introduce cross-platform mod support for PC, PlayStation 5, and Xbox Series X|S later this year. For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than… pic.twitter.com/qiSh9nqd8i— The Witcher (@thewitcher) May 30, 2025
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